"Development Level >>"? Figuring out what all these numbers do.

What's a wrecked system mean? I think that's a pretty subjective thing in this context... like... I'm puposefilly making some thematic systems... like all- military and such... sure a couple may now get some hybrid economies here and there, but the overwhelming presence will still be military.

But that aside, it's not really something people would seek out typically for some FOTM meta activity... so is that wrecked?

I've heard comment a lot that people have started with an Orbis primary (and hated it), on the presumption that if they dont, it might not be optimal. I'd argue a successful colony doesn't need to be optimal though.

I think actions like this can definitely wreck a player's vision for a system... but i doubt that this will objectively wreck systems outright, because ultimately, the impact of a single colony is kinda low anyway.
I mostly agree, but people have some set aims, like yourself, but are more vulnerable to this change. Many of us where trying to build hub systems, where you can source the materials needed to go deeper without returning to the bubble. Those are now very much affected by this change, unless already complete and we don't touch them. :(
 
But this is as well as the planet's 'normal' econ influence ie icy = industry right?
Icy = industry
Icy +atmo (or P) = industry+ agri

But there still are unknowns. Like the unlandable icy body I'm building a primary station on (in orbit) has helium atmo and major water geysers. Your guess is as good as mine as to what the station economy will be like.

And that's not even the real test body in the system 🤷‍♂️
 
I mostly agree, but people have some set aims, like yourself, but are more vulnerable to this change. Many of us where trying to build hub systems, where you can source the materials needed to go deeper without returning to the bubble. Those are now very much affected by this change, unless already complete and we don't touch them. :(
Right, yeah, so that's what i meant. I think player visions of systems are definitely ruined (my own plans for some systems are now quite jeopardised)... but my point is i don't think that necessarily makes them "completely unusable for anything", which is my read on the term "wrecked".
 
So an Industrial Outpost over an Icy Planet, will that give more than 1.15 Ind influence? Will it sell more stuff?
from my todays test with a Scientific Hub (pre planting a mil settlement 1.15 Hightec, after as well plus 0.15 Mil) I´d guess no, seems that the body influence doesn´t apply to pre-demermined stations - but go and test, the more data-points we get, the better
 
So an Industrial Outpost over an Icy Planet, will that give more than 1.15 Ind influence? Will it sell more stuff?
From reports so far - too few to be fully conclusive - it seems that the stations with an intrinsic economy might be immune to planetary effects.

So in that case you might - since some planets seem to give more than 1.15 - get more industrial by building a non-industrial station and letting the planet convert it...
Still too many unknowns.
 
So an Industrial Outpost over an Icy Planet, will that give more than 1.15 Ind influence? Will it sell more stuff?

It should, as long as it has no atmo. But the only real way is to tes....wait a minute. I already have an industrial outpost over an icy planet! Lemme check...

Ok, I've got an industrial outpost in my first system orbiting a rocky ice world. Got to double check the logs quick! 🤣
 
Right, yeah, so that's what i meant. I think player visions of systems are definitely ruined (my own plans for some systems are now quite jeopardised)... but my point is i don't think that necessarily makes them "completely unusable for anything", which is my read on the term "wrecked".
For me, this ruins everything. 95% of the planets and moons in my system are rocky bodies. In other words, my system will be exclusively refinery.
I could put more ground installations on it, but it won't change anything.

Honestly, with this new meta, I no longer feel like developing my system.
 
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Hi
it's my daily question before I waste a load of time.
I want an asteroid base in my system. I also want a refinery for steel and titanium.
also I am thinking a refinery contact would be fab so I could buy the ore (because asteroid base has inherent extraction so will have ore) then convert that using the refinery contact to metal, then top off my ship with the refinery made metals.
all in the same base

my ringed (ice ring but from what I have read that won't affect what is in the market?) has 3 orbital positions. 1 will be for the station the 2 to give it some refining supply

is this doable or do I need to rethink. I really want a refinery as there are none local to me, but at the same time I also want an icesteroid base because they are cool.
my error was making my initial coriolis extraction but it's too late for that now.

TLDR
is an icesteroid ring base a refinery one when I only have a total of 3 slots around the gas giant.

is it likely to have a refinery contact to allow me to refine my ore as well as but metals on the same base

thanks
 
What's a wrecked system mean? I think that's a pretty subjective thing in this context... like... I'm puposefilly making some thematic systems... like all- military and such... sure a couple may now get some hybrid economies here and there, but the overwhelming presence will still be military.

But that aside, it's not really something people would seek out typically for some FOTM meta activity... so is that wrecked?

I've heard comment a lot that people have started with an Orbis primary (and hated it), on the presumption that if they dont, it might not be optimal. I'd argue a successful colony doesn't need to be optimal though.

I think actions like this can definitely wreck a player's vision for a system... but i doubt that this will objectively wreck systems outright, because ultimately, the impact of a single colony is kinda low anyway.
What I mean is systems with either minimal development or hodgepodge economies that (partially) cancel out and are abandoned in that state as there is little chance to salvage them.

My second system is on the fringe of the current expansion and it's around 100ly to the next systems that have feasible stocks for further expansion. It's not a big deal if you have a carrier. Those who don't might be factually excluded from the colonization gameplay loop though. Maybe it's hyperbole, but it was a thought that crossed my mind.
 
guess you first have to build some additional stuff on that rock to activate the influence?

Too afraid to screw up my first system which I've been very careful with. But the second system has a rocky ice world - with an ammonia atmosphere. So that's a possibility 👍
 
What I mean is systems with either minimal development or hodgepodge economies that (partially) cancel out and are abandoned in that state as there is little chance to salvage them.

My second system is on the fringe of the current expansion and it's around 100ly to the next systems that have feasible stocks for further expansion. It's not a big deal if you have a carrier. Those who don't might be factually excluded from the colonization gameplay loop though. Maybe it's hyperbole, but it was a thought that crossed my mind.
well, that fits only if you are thinking L-Pads - with the pre-determined Scientific- (Hightec) and Industry-Outposts as well as a Commercial- or Civil-Outpost around a Rocky Body you still should be able to get decent quantity-outputs for a Hub-System ?
 
So what would the civilian hub do now? I wonder. Prequisite is a small agri farm.
Maybe it changes into an agri hub or just adds +colony influence. Or maybe its useless.
 
Finished the mining outpost. Coriolis turned to .85 refinery. It has tritium, aluminum, steel, and titanium. ~2k supply of each.

"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.850000 } ]
 
I'm guessing the orbits around the planet will not affect the coriolis?

1743844159285.png
 
What I mean is systems with either minimal development or hodgepodge economies that (partially) cancel out and are abandoned in that state as there is little chance to salvage them.

My second system is on the fringe of the current expansion and it's around 100ly to the next systems that have feasible stocks for further expansion. It's not a big deal if you have a carrier. Those who don't might be factually excluded from the colonization gameplay loop though. Maybe it's hyperbole, but it was a thought that crossed my mind.
Ah right, so your concern is there's some systems that architects whipped together to do something, and now they're dysfunctional, but they're also ultimately abandoned by the architect who's either moved on or just doesn't do it anymore.... or words to that effect.

I think i get that... though equally, if these things don't change unless you build more stuff... if these systems are truly abandoned, then they should at least hold their original vision still. But yeah, I think I get what you're saying now.
 
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